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The Icerim Mountains

The Icerim Mountains

Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.Source: Player's Guide to Faerun, Unapproachable EastKnowledge (Local-Rashemen)

Campaign Location:

Shared Regions:

Lore: Bands of ferocious taer haunt the freezing slopes and mists of the Icerims of the East.

Taer stench grease is brewed by Taer alchemists from a combination of common herbs, stink bugs, and their own musk. After a minute spent applying it to a creature or object, it mixes with air to produce a foul stench that is considered to be an inhaled poison. Creatures within 10 feet of the affected creature or object must make a fortitude saving throw DC 15 or gain the sickened condition while they remain within the area of effect. Creatures that exit the area of effect can make a new saving throw with a +5 bonus to their fortitude saving throw to remove the sickened condition. A failed save results in the sickened condition persisting for a further 1d3 rounds. Creatures that re-enter the area must save again and can become sickened.
Once applied, the effect of the grease persists for 1d6+4 minutes. The sickened condition persists for the duration of the grease as long as the creature remains within the area of the stench.Type: Alchemical Item; Price: 50gp (25gp for Taer) Craft DC: 25 (15 for Taer) Weight: 1 lb

Re: Finding your Path in the Forgotten Realms 2: Still Looking

Originally Posted by Neoxenok

Baldur's gate isn't listed specifically, it's subsumed into the rest of the Sword Coast.
... at least for humans and dwarves.

It's really difficult to tell where some regions are in respect to one another, but when I finish the player's guide to faerun and begin working on the main campaign setting book, I'll be able to start grouping regions together in broader campaign areas so it'll be easier to see, for example, if you're starting a game in baldur's gate, you'll know that your halfling character (as an example) can likely come from Amn instead of, say, the Western Heartlands.

The Plateau of Thay

The Plateau of Thay

Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.Source: The Player's Guide to FaerunKnowledge (Local-Thay)

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Lore: Many of Thay's gnolls come from the northwestern frontiers of that forbidding land. Centaurs once freely roamed the Plateau of Thay, but now most of them serve the Red Wizards.

Sphur Upra

Sphur Upra

Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.Source: Player's Guide to FaerunKnowledge (Local-Underdark (Earthroot))

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Lore: Existing between the plane of shadow and the material plane, Sphur Upra is the city of the Gloamings.

The Stormhorns

The Stormhorns

Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.Source: Player's Guide to Faerun, Races of FaerunKnowledge (Local-Cormyr)

Campaign Location:

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Lore: Driven from their home in the Star Mounts by a dragon, many Aaracokras founded new Aeries in the Stormhorns of Cormyr.

This is a 10-foot wooden shaft topped by blade. The back end is fletched to keep the lance's flight true. This weapon is normally used with a charge while flying, hurled at the bottom of a swoop maneuver to impale the target. It may be used as a melee weapon as if it were a shortspear.Type: Exotic Weapon; Damage (Medium): 1d8 Piercing; Critical Hit: x3; Range: 30ft; Weight: 5 lbs

Re: Finding your Path in the Forgotten Realms 2: Still Looking

Now I understand that this is not strictly a forgotten realms class, but it fits into the lore and you've already laid the groundwork with your tying mysteries to deities. Since I've been playing NWN 2 again as this class, I figured I'd give it a try.

Favored Soul (Oracle Archetype)While most oracles draw their strength from a variety of gods and do not tend to venerate any one deity in particular, the Favored Soul draws their strength from one deity who has blessed and cursed them with their favor. Blessed them with divine abilities and cursed them with the resulting negative impact of storing such divine power in a mortal form. Favored souls are often loners, wandering the land serving their deities. They are welcomed by their churches but treated as unusual and are sometimes misunderstood. They are emissaries of their deities and outside the church's command structure - respected mystics not requiring the support normally crucial to a priest's success. This makes them sometimes revered and sometimes envied by their cleric cousins. While favored souls are occasionally disrespected for their perceived lack of discipline, devout worshipers know that they are a powerful message from, and indeed a living manifestation of their deities.

Alignment: A favored soul's alignment must be within one step of her deity’s, along either the law/chaos axis or the good/evil axis.

Weapon and Armor Proficiency: The Favored Soul gains proficiency in their deity's favored weapon. If the favored soul worships a deity with unarmed strike as its favored weapon, the favored soul gains Improved Unarmed Strike as a bonus feat.

Divine Weapon Specialization (Ex): At first level, the favored soul gains the increased base weapon damage of the warpriest’s sacred weapon ability with her deity's favored weapon at her favored soul level. This replaces the revelations gained at 1st and 15th levels.

Divine Wings (Su): At 7th level you may manifest either feathered wings (good aligned) or batlike wings (evil aligned; neutral may choose either upon gaining this class feature). You gain a fly speed of 60 feet with good maneuverability. This effect lasts for 1 minute per favored soul level. At 15th level this becomes permanent. This replaces the revelation gained at 7th level.

Surkh

Surkh

Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.Source: Player's Guide to FaerunKnowledge (Local-Vilhon Reach)

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Lore: While the lizardfolk hunt in many marshlands, the city of Surkh on the shores of the Deepwash is home to a great number of civilized scaly warriors.

Underdark (Deep Imaskar)

Underdark (Deep Imaskar)

Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.Source: Player's Guide to FaerunKnowledge (Local-Underdark [Earthroot])

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Lore: A hidden vault buried deep below the Endless Wastes, Deep Imaskar is the home of the Deep Imaskari people whose very flesh has been steeped in the magic of the deep-earth.

Underdark (Fluvenilstra)

Underdark (Fluvenilstra)

Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.Source: Player's Guide to FaerunKnowledge (Local-Great Bhaerynden)

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Lore: Known as the Garden City of the Underdark, Fluvenilstra lies below the Shaar. This beautiful area is home to the mysterious race known as the slyths.

Underdark (Reeshov)

Underdark (Reeshov)

Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.Source: Player's Guide to FaerunKnowledge (Local-Northdark)

Underdark (Sloopdilmonpolop)

Underdark (Sloopdilmonpolop)

Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.Source: Player's Guide to FaerunKnowledge (Local-Old Shanatar)

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Lore: Reputed to be the greatest kuo-toa city in the Underdark, Sloopdilmonpolop lies beneath Firedrake Bay, off the coast of Tethyr.

Underdark (Yathchol)

Underdark (Yathchol)

Under Construction
Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.Source: Player's Guide to FaerunKnowledge (Local-Northdark)

Feats of the Forgotten Realms

Feats of the Forgotten Realms

Arcane Preparation [General]Source: Player's Guide to FaerunYou can prepare your spells in a manner similar to a wizard or cleric.Prerequisite: Ability to cast spells without preparation.Benefit: If you cast arcane spells without preparation similarly to a bard or sorcerer, you gain the ability to record spells to and prepare spells from a spellbook using your spell list.
If you cast divine spells without preparation similarly to an oracle, you gain the ability to pray for and prepare spells similarly to a cleric or druid would from your spell list.
You can prepare a number of spells equal to one spell in a spell slot up to one spell level below the highest spell level you can cast or two spells at any spell level up to two spell levels below the highest spell level you can cast. These spells are cast no differently as other prepared spells are.

Daylight Adaptation [General]Source: Player's Guide to FaerunYou have adapted to the painful sunlight of the surface world.Prerequisite: Light blindness or light sensitivity racial drawback.Benefit: You no are no longer affected by your light blindness or light sensitivity racial drawbacks.

Delay Spell [Metamagic]Source: Player's Guide to FaerunYou can modify your spells to delay their effect until a time of your choosing up to thirty seconds after you finish casting the spell.Benefit: You can delay the spell's activation by one or more rounds after you finish casting the spell to a maximum of 5 rounds. You determine the delay as you cast the modified spell and once the delay is set, it cannot be changed. The spell activates at the beginning of the round you designate. Only personal, touch, targeted, and area-of-effect spells can be modified by this metamagic feat and all decisions affecting the spell's result must be made when the spell is cast (such as where the spell takes effect, who or what the spell targets, the shape of the spell, and so on). All end-result effects of the spell (such as saving throws) are determined when the spell activates. Conditions that would cause the spell to fail or invalidate the spell in any way, such as targets leaving the spell's maximum range or the environment changes to nullify the spell's effect, cause the spell to fail.
A delayed spell does not use up the spell's normal duration while it is delayed and begins when the spell activates. The spell can be detected at the point where it was cast and can be dispelled or suppressed normally.
A delayed spell uses up a spell slot one level higher than the spell's actual level.

Gift of Discernment [General]Source: Player's Guide to FaerunYou are gifted by the divine with a conscience that guides your actions. Prerequisites: Wis 13+Benefit: You can take a moment (a free action) to contemplate an action you are about to perform and you can discern if this action would adversely affect your alignment or your standing with your deity. This effect is identical to the phylactery of faithfulness. You can perform this ability as an immediate action if you succeed a DC 12 wisdom check.

Greater Tenacious Magic [General]Your spells are nearly impossible to dispel.Prerequisite: Tenacious MagicBenefit: Your spells are especially resilient against dispelling magic. The dispel DC of any spell you cast is increased by 4 points. In addition, if a dispel attempt is successful against your spells they continue to persist for another 2d6 rounds or until the duration would normally end, whichever is sooner. This benefit does not stack with the benefits from Tenacious Magic.

Innate Spell [General]Source: Player's Guide to FaerunYour mastery of magic allows you to gain a spell you know as a spell-like ability.Prerequisite: Ability to Cast Spells (Arcane, Divine, or Psychic), Spellcraft 1 RankBenefit: You gain one spell you know as a spell-like ability usable once per day. Bards, Bloodragers, Sorcerers, and similar classes can select any spell on their spell list instead of a spell known. If a selected spell is one spell level lower than the highest spell level the character can cast, then the spell-like ability is usable three times per day. You can not select a spell with an expensive (1 gp or higher) material or focus component for use with this feat.

Insidious Magic [Metamagic]Source: Player's Guide to FaerunYour spells are difficult to detect through divination and other methods of detection.Benefits: Divination spells don't automatically detect or defeat your spells or other magical effects. All of the spells cast on a single creature or object count as one spell for this purpose though spells whose effects target an area or create an effect are detected individually. To detect or defeat a spell, the caster must succeed on a concentration check equal to 10 + the opposing caster's concentration bonus. Success means the caster gains information about or defeats the spell normally.
This spell takes up a spell slot two spell levels higher than the spell's actual level.Normal: Divination spells can automatically gain information about your spells or otherwise defeat them, such as detect magic sensing magical auras, detect invisibility allowing a caster to see invisible creatures, or true seeing penetrating illusions.

Magical Artisan [General]Source: Player's Guide to FaerunThe magic items you create are not merely functional, but works of high magical art.Prerequisites: Any Item Creation FeatBenefit: At your option, you can elect to take twice as long and expend 25% extra gold (75% of the item's market price) to create a magic item. This item gains a +2 bonus to all caster level checks to penetrate spell resistance, a +1 bonus to the effect's saving throw DC, and any non-instantaneous duration of any effect created by the item is doubled. This feat only benefits magic items that use their own caster level and saving throw DCs and not the caster's caster level and saving throw DCs (like staves).
Alternatively, an item crafter can choose to create an item as efficiently as possible, reducing the creation cost of the item by 10% (40% of the item's market price).
Making use of this feat increases the item's craft DC by 5.

Mythic Delay Spell [Metamagic] [Mythic]You've mastered the ability to delay and set off your spells at a time of your choosing.Prerequisite: Delay Spell, 1st Mythic TierBenefit: When you cast a spell modified by delay spell, you can delay the spell up to a maximum of 10 rounds.
By expending a use of your mythic power, you can increase the delay further from rounds to minutes to a maximum of one minute per mythic tier you possess.
By expending a use of your mythic power, you can use delay spell without increasing the casting time of the spell or increasing the spell slot it uses.Normal: You can delay a spell using the delay spell metamagic feat by up to 5 rounds.

Pernicious Magic [General]Source: Player's Guide to FaerunYou have manipulated your spells to be adept at combating users of the weave.Prerequisite: Shadow Weave MagicBenefits: Your enchantment, illusion, and necromancy spells are considered to be one spell level higher than they are for the purpose of counterspelling the spells of a weave-user. In addition, your enchantment, illusion, and necromancy spells have a dispel DC of 13 + your caster level.
However, your evocation and transmutation count as one spell level lower than they normally are for the purpose of counterspelling and have a dispel DC of 9 + your caster level.Normal: Spells possess a dispel DC of 11 + your caster level.

Shadow Weave Magic [General]Source: Player's Guide to FaerunYou have unlocked the secrets to using the magic of the shadow weave.Prerequisites: Ability to cast arcane or divine spells, Knowledge (Arcana) 1 Rank or patron deity Shar.Benefit: From this point forward, your spells tap into the shadow weave permanently.
The shadow weave is optimal for some types of spells and less than optimal for others. Spells of the enchantment, illusion, and necromancy schools of magic are easier to create, use, and manipulate with metamagic. When applying one or more metamagic feats to a spell of the enchantment, illusion, and necromancy spell schools, reduce the total spell level adjustment of the spell slot needed by one. Further, you can use the enlarge, extend, and widen spell metamagic feats with spells of these schools as though you possessed those metamagic feats, but only for spells of those schools.
Spells with the [Darkness] descriptor that you cast are enlarged, extended, and widened automatically as though modified by those metamagic feats. This benefit does not stack with that of the enlarge, extend, and widen metamagic feats.
The shadow weave, however, is less than optimal when casting spells that involve energy and matter. Spells of the evocation and transmutation schools are more difficult to cast and use (except those of the [darkness] descriptor.) Any spell you cast of the evocation and transmutation schools modified by one or more metamagic feats adds +1 to the total spell level adjustment of the spell slot required to cast those spells. Further, the damage dice produced by any spells of those schools is reduced by one step (so every 1d6 becomes 1d4 or 1d8 becomes 1d6 and so on). Lastly, the non-instantaneous duration of any spell of any of these spell schools is halved.
Spells with the [Light] descriptor can be cast by a shadow weave user, but they have their range, radius, and duration halved, as appropriate.

Spell Thematics [General]Source: Player's Guide to FaerunYour spells, whether done as an expression of creativity or a deliberate act to make it difficult for others to identify your spells, are cast differently from the standard practices, making them wholly your own.Prerequisites: Ability to cast spells or manifest psionics and Spellcraft 1 RankBenefit: It is much more difficult for others to identify your spells as they are being cast. The DC to identify your spells is equal 20 + your ranks in spellcraft + the spell's level.Normal: The spellcraft DC to identify your spells is equal to 15 + the spell's level.

Spellcasting Prodigy [General]Source: Player's Guide to FaerunYou possess an uncanny talent for magic.Benefit: Treat one of your mental ability scores (intelligence, wisdom, or charisma) as two points higher when determining spellcasting and class ability benefits keyed to that ability score. This benefit does not stack with any racial ability score bonuses to that ability score. Special: You can only select this feat as a 1st level character. You can select this feat even if you don't possess any levels in a spellcasting class.

Spellfire Talent [General]You have discovered that you possess the ability to absorb and redirect magical energy to other uses.Prerequisite: Constitution 13+Benefit: You gain the ability to gain and use spellfire points. Any time you rest, similarly to regaining spells or other class abilities, you regain lost spellfire points equal to your constitution modifier unless you possess spellfire points in excess of your constitution modifer. You also gain spellfire points by successfully saving against first level or higher spells (including harmless spells) that affect you equal to one point per two spell levels of the spell (minimum one). You can possess a maximum number of spell points equal to your constitution score. Spellfire points in excess of your constitution modifier is simply lost. You loose half the total number of spell points you possess every twenty-four hours but retain the remainder into the next day.
You can use spellfire points for any of the following benefits:

Spellfire Light (Sp):You can cast the light as an arcane spell with a caster level equal to your hit dice by expending one spellfire point.

Spellfire Ray (Sp): You can create a ray of fire that you can use to attack enemies out to close (25ft + 5 feet per two hit dice you possess) range as a ranged touch attack. Opponents you hit with this ray suffer 1d6 + 1 per two hit dice you possess in fire damage. You must expend two spellfire points to use this ability.

Spellfire Charge (Su): You can use one racial spell-like ability with limited uses without expending a use of that ability by expending three spellfire points. This must be a racial spell like ability or a spell-like ability gained by a racial feat.

Special: Characters that has selected the endurance and/or endurance (mythic) add the noted modifier to the character's constitution modifier for the purpose of determining spellfire points gained each day and to the character's constitution score to determine the character's maximum spellfire point capacity.

Tenacious Magic [General]Source: Player's Guide to FaerunYour spells are especially difficult to dispel.Benefit: Your spells are especially resilient against dispelling magic. The dispel DC of any spell you cast is increased by 2 points. In addition, if a dispel attempt is successful against your spells they continue to persist for another 1d4 rounds or until the duration would normally end, whichever is sooner.

Twin Spell [Metamagic]Source: Player's Guide to FaerunYou cast the selected spell twice simultaneously.Benefit: You cast one harmless or beneficial touch, ranged touch, or target spell that affects one creature twice, performed simultaneously. You gain the benefit of one of the twinned spells while the other can be used normally on another creature. You do not benefit from the extra spell if you used both on yourself.
A twinned spell uses up a spell slot one level higher than the spell's actual level.

Arcane Devotee

Arcane Devotee [5 Level Prestige Class]Source: Player's Guide to FaerunThe hierarchies of the faiths of Faerun are not just made up of those with divine power. Those churches, particularly those with a devotion to magic in general, employ individuals of faith with arcane magic. Arcanists of all stripes can possess as much devotion as any other within any faith and the gods of Faerun recognize this and frequently grant their faithful a number of divine blessings to compliment their talents and devotion.
Arcane devotees are most common amongst the deities that themselves favor arcane magic, such as Azuth, Mystra, Savras, and others.Role: Arcane devotees fulfill the same role as other arcanists would in the party though enhanced with some divine powers. They may be able to fufill a role as a secondary cleric depending upon their choices with the arcane devotee's class abilities.Prerequisites: Knowledge (Arcana) 7 Ranks, Knowledge (Religion) 7 Ranks; Ability to cast 4th level arcane spells; You must have a patron deity and it must be the deity that you serve as an arcane devotee; Alignment within one step of the devotee's patron deity's.Alignment: An arcane devotee's alignment must be within one step of their patron deity's.Hit Dice: d6Class Skills: Craft (Int), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Profession (Wis), Spellcraft (Int).Skill Points Per Level: 2 + Intelligence ModifierBase Attack Bonus: Poor (1/2 Level, round down)Saving Throws: Good Will Save (1 + 1 per 2 Levels), Bad Fortitude and Reflex Saves (+1 at 2nd level + 1 per 3 levels after)Class Features:

Arcane Study: When an arcane casting class with a performance ability, such as the bard or skald advances as an arcane devotee, their arcane devotee levels stack with them for determining the number of rounds per day the devotee can maintain their performance, the ability to more swiftly use their performance ability (normally gained at the bard's 7th and 13th levels for bards and skalds), determining how powerful the performance is, and when the devotee gains new performances.
Alternatively, when a new arcane devotee level is gained, the arcane devotee levels stack with an arcane casting class for determining the power of their eidolon or similar ability for determining their hit dice, evolution points, and if the eidolon-using class also has the ability to use the summon monster spell-like ability, then arcane devotee stacks with that class for how powerful that spell-like ability is and when improvements to that ability is gained. For example, A summoner 10/arcane devotee 5 can cast summon monster 8 as a 15th level caster and summon an eidolon with evolution points as a 15th level summoner.
Alternatively, When a new arcane devotee level is gained, the character gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class. She does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if she is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming an arcane devotee, she must decide to which class she adds the new level for purposes of determining spells per day. You can only increase these benefits in an arcane casting class that qualifies for this prestige class.

Aura (Ex): An Arcane Devotee of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see detect evil for details).Divine Secret: At 1st level and again and 3rd and 5th level, you gain a divine secret selected from the list below. Unless otherwise noted, you can only select a divine secret once.

Arcane Domain: You gain a single cleric domain as a cleric equal to your arcane devotee level +5, gaining the associated powers but none of the associated domain spells. You can select this ability multiple times, each time gaining a new cleric domain. Any effects or powers keyed off of wisdom can instead be keyed off the ability score keyed to your arcane powers (intelligence for witches and wizards or charisma for sorcerers and bards, for example).

Blessings of the Faithful (Su) An arcane devotee learns to harmonize their magical energies with divine casters that share their faith. Whenever a devotee is a target of a harmless or otherwise helpful divine spell, the effect is improved as though it were enhanced by the extend spell and empower spell metamagic feats if the spell benefits from those metamagic feats and those feats could otherwise be applied to those spells. This effect only benefits you, however.

Channel Energy (Su): As a cleric equal to your arcane devotee level, except that you must expend a spell slot in order to use this ability. You can add 2 hit points to any hit points recovered or injured through the use of this ability per spell level of the spell slot sacrificed. You cannot sacrifice 0 level spell slots in this fashion and this does not give you the ability to use variant channel energy powers, such as those outlined in ultimate magic. You can not use 0-level spell slots to activate this ability. Characters that already possess channel energy from another class can stack their arcane devotee for the purpose of determining the power of their channel energy, but gains no other benefit from the devotee's version of the ability (such as the ability to sacrifice arcane spell slots.)

Divine Bloodline: You can only select this ability if you cast spells spontaneously, similarly to a bard or sorcerer. You gain a bonus 0 level spell known and that spell known can be selected from the cleric/oracle spell list and an additional spell known with successively higher spell levels for every arcane devotee level you possess. This means a 5th level arcane devotee would have gained five spells known of each spell level of 4th level and lower as a bonus spell known from the cleric/oracle spell list. Sorcerers that select this power also stack their arcane devotee levels with their sorcerer levels for determining when they gain their bloodline spells and their total level for determining the power of their bloodline abilities but gain no other benefit from their sorcerer bloodline, such as additional bloodline powers.

Divine Shroud (Sp): As an immediate action once per day, an arcane devotee can create a divine shroud to surround himself with a shroud of glowing divine power that protects the devotee from hostile spells. This grants the devotee spell resistance equal to 7 + the devotee's total character level +1 per arcane devotee level. This persists until the end of the devotee's following turn.

Faithful Studies: You can only select this ability if you prepare spells similarly to a wizard or witch. You gain two 0-level spells known selected from the cleric/oracle spell list. At each arcane devotee level above 1st, you gain two additional spells known from the cleric/oracle spell list at successively higher spell levels, so a 5th level arcane devotee should have two spells known at each spell level up to 4th level. Specialized wizards must select one of these two spells gained each level from the specialized spell school. If the arcane devotee selected the arcane domain ability above, one of the spells gained can be selected from that domain.

Reach of the Holy (Ex): To any spell you can cast, you can increase the range or the area of effect of any spell you can cast as though you applied the enlarge spell metamagic feat or the widen spell metamagic feat. You may use this ability a number of times per day equal to your arcane devotee level. Widening an area requires three uses instead of one use of this ability. You can both widen and enlarge a spell simultaneously, expending four uses of this ability at no additional penalty. Using this ability does not alter the time necessary to cast the affected spell nor does casting it require a higher level spell slot.

Divine Synergy (Su): At 2nd Level, the Arcane Devotee gains a +1 bonus to all saving throws when within 30ft + 10 feet per Devotee level of a summoned creature or other outsider allied with the Arcane Devotee's patron deity. At 4th level, this benefit increases to +2. This is a divine bonus that does not apply against divine casters or outsiders allied with your patron deity. In addition, any harmless spell cast upon an outsider or divine caster allied with your patron deity is affected as though by the empower spell metamagic feat.

Divine Champion

Divine Champion [5 Level Prestige Class]Source: Pathfinder Player Companion: Divine Anthology, Pathfinder Player Companion: Faiths of Corruption, Pathfinder Player Companion: Faiths & Philosophies, Pathfinder Player Companion: Undead Slayer’s Handbook, Pathfinder Roleplaying Game Advanced Class Guide, Pathfinder Roleplaying Game Ultimate Combat, Pathfinder Roleplaying Game Ultimate Magic, Player's Guide to FaerunEven the most peaceful faiths need warriors to summon to their deity's cause, be it to defend, destroy, or enslave them. They are warriors of faith that fight or defend in the name of their deity. Most often, they do the bidding of their church by fighting their wars, protecting their faithful, and otherwise acting in the best interests of their faith.Role: A divine champion is a warrior with a small plethora of divine powers to augment both their attack and defensive abilities. They should find themselves in a good position along with the warriors and front-line combatants of any group of adventurers.Prerequisites: Base Attack Bonus +7; Knowledge (Religion) 7 Ranks; Proficiency in their patron deity's weapon; A Divine Champion must have a patron deity and it must be the one the Divine Champion serves as a Divine Champion.Alignment: A Divine Champion's alignment must be within one step of their patron deity's.Hit Dice: d10Class Skills: Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (Religion) (Int), Ride (Dex), Swim (Str).Skill Points Per Level: 2 + Intelligence ModifierBase Attack Bonus: Good (1/Level)Saving Throws: Good Fortitude Save (1 +1 per two levels), Poor Reflex and Will Saving Throws (+1 at 2nd level and an addition +1 per three levels after)Class Features:

Weapon and Armor Proficiency: Divine champions are proficient in medium and light armor, all shields (except tower shields, and all martial and simple weapons.

Aura (Ex): A Divine Champion of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see detect evil for details).

Divine Secret: At 1st, 3rd, and 5th level, the Divine Champion gains a divine secret selected from the list below. Unless otherwise specified, a divine secret can be selected only once.

Champion of Champions: Your divine champion levels stack with your qualifying class for the purpose of determining any divine bond, fiendish bond, lay on hands, touch of corruption, and ability to smite good, evil, or other alignment powers, but not when gaining new abilities, such as mercies or cruelties or new smiting attempts.

Channel Energy (Su): As a cleric equal to your divine champion level, usable a number of times per day equal to 1 + your Charisma modifier. A character that already has channel energy from the class that qualifies for this prestige class must instead count their divine champion levels as levels of the qualifying class for the purpose of determining the power of their channel energy ability.

Divine Wrath (Su): The divine champion calls upon the favor of their god to unleash a greater battle prowress. Once per day as a swift action, the divine champion gains a +2 bonus to all attack rolls, damage rolls, saving throws, and damage reduction 5/- for a number of rounds equal to their charisma modifier (minimum 0) + one round per divine champion level. These rounds need not be used consecutively. Good aligned divine champions gain these bonuses as sacred bonuses whereas evil divine champions gain these bonuses as profane bonuses. Neutral characters can select one or the other.

Divine Wrath, Greater (Su): As Divine Wrath, except that your damage reduction is improved to 10/-. You must have already selected the Divine Wrath ability to benefit from this ability.

Grace of the Champion (Sp): Once per day as an immediate action, you can recover a number of hit points equal to 1d8 + your charisma modifier and for a number of rounds equal to your divine champion level later, you gain a +1 morale bonus on all attacks rolls and will saving throws against fear.

Grace of the Champion, Greater (Sp): As Grace of the Champion, except that you recover 5d8 + 10 + Your Charisma Modifier. In addition, you benefit from a lesser restoration effect. Further, the ability is usable three times per day, but once used, you can not use the ability again for another 1d4 rounds. You must have selected Improved Grace of the Champion previously to be able to select this ability.

Grace of the Champion, Improved (Sp): As Grace of the Champion, except that you recover 3d8 + 5 + your charisma modifier and it is usable twice per day, but it can't be used a second time for 1d4 rounds. You must have selected Grace of the Champion previously to be able to select this ability.

Smite Infidel (Su): Once per day, you gain the ability to smite an infidel of your faith. As a swift action, you gain a +2 bonus to all of your attack rolls and a +5 damage bonus to any successful melee and ranged attacks you make against the target of your smite. Additionally, you gain a +5 deflection bonus to your armor class against the target of your smite. These benefits persist until until the target of the champion's smite is dead or until the champion rests and regains use of his or her class abilities. Unlike smite evil or similar abilities, this ability is not restricted by alignment and can potentially be any target. However, use of this ability against the tenets, members, or allies of the faith can cause the champion to become disfavored with the champion's god and depending upon the circumstances, the god can simply cause the ability to fail or, for more egregious actions against the nature of the champion's faith, the champion can have all his divine abilities revoked and gain two permanent negative levels until they receive an atonement. It is best for the champion to exercise careful consideration before choosing to use this ability.

Strike of Truth (Sp): With a quick prayer to your god, you gain the ability to strike true with your weapon. Once per day as a swift action, you can ignore any range increment penalties for a ranged attack as well as concealment less than full concealment on your next attack within one round of activation.

Divine Disciple

Divine Disciple [5 Level Prestige Class]The gods of the realms make their voices heard through all that cast divine magic, but none more clearly than through their Divine Disciples. They possess a connection above and beyond that of even clerics of the faith and can call upon the close servants of their deity and gain special favor for their devotion.Role: Divine disciples fulfill the same role as other divine casters, more focused on summoning, with superior communication and abilities as it relates to calling upon their god's servants.Prerequisites: Able to Cast 4th-Level Divine Spells; Knowledge (Religion) 7 Ranks; Skill Focus (Religion); A Divine Disciple must have a patron deity and it must be the one the Emissary serves as a Divine Emissary.Alignment: A divine disciple's alignment must match that of their deity.Hit Dice: d6Class Skills: Craft (Int), Diplomacy (Cha), Knowledge (History) (Int), Knowledge (Planes) (Int), Knowledge (Religion) (Int), Profession (Wis), and Spellcraft (Int).Skill Points Per Level: 2 + Intelligence ModifierBase Attack Bonus: Poor (1/2 Level, round down)Saving Throws: Good Will Save (1 + 1 per two levels thereafter), Bad Fortitude and Reflex Save (+1 at 2nd level and +1 per three levels thereafter)Class Features:

Weapon and Armor Proficiency: The Divine Disciple does not gain proficiency in any weapon or armor except proficiency in the disciple's deity's favored weapon or improved unarmed strike if the deity's favored weapon is unarmed strikes.

Spells: At first level and again every level thereafter, a Divine Disciple gains new spells per day as if he had also gained a level in a divine spellcasting class he belonged to before adding the prestige class. He does not, however, gain other benefits of that class other than spells per day, spells known, and an increased effective level of spellcasting. If he had more than one divine spellcasting class before becoming a Divine Disciple, he must decide to which class he adds the new level for the purpose of determining spells per day. The selected class must qualify for the prestige class.

Divine Emissary (Su): At 1st level, the Divine Disciple can communicate telepathically with outsiders aligned with or servile to the Disciple's deity out to a 60ft radius. At 3rd level, the Emissary can communicate with any outsider or divine spellcaster that worship's the Disciple's patron deity. At 5th level, this distance increases to 120ft.

Utter Devotion: Divine Disciples are fanatically devoted to their deity and the philosophies that deity espouses. This devotion curries their god's favor and can evoke that god's wrath should that trust be betrayed. You gain a bonus to all knowledge (religion) and (planes) checks equal to your divine disciple level when it concerns your religion, god, and the planar realm in which your patron deity resides.

Divine Secret: At 2nd Level and again at 4th Level, you gain a divine secret selected from the list below. Unless otherwise noted, you can only select a divine secret once.

Augment Summoning: Any creature summoned or called by the Divine Disciple gains the benefit of the Augment Summoning feat. You do not need to meet the prerequisites.

Channel Energy (Su): You gain the ability to channel energy as a cleric equal to your Divine Emissary level. If you already possess levels in a class that possesses the channel energy ability, levels in this class stacks with that class for determining the power of this ability.

Deity's Blessing: Any creatured summoned by you receives the benefit of an aid spell that persists for the duration of the spell used the summon the creature or until it is dispelled (using your caster level to set the dispel DC).

Disciple's Domain: You can only select this ability if the class which you qualified for this prestige class grants one or two domains, blessings, or a similar ability. Your divine disciple class levels stack with your qualifying class for the purpose of determining the power of your domains and when you gain any of your domain powers. Alternatively, if your qualifying class grants two or more domains, you can select one of those domains to receive that benefit and your class level counts as four levels higher for determining the power of your selected domain's powers.

Disciple's Planar Ally (Sp): You gain the ability to cast the Planar Ally spell as a spell-like ability usable once per day with a caster level equal to your total hit dice. Unlike the spell, you need only pay half the normal offering and/or payment and gain a +2 to any charisma-based checks with the summoned creature.

Disciple's Planar Ally, Greater (Sp): As Disciple's Planar Ally, except that you can now cast Greater Planar Ally as a spell-like ability instead of Planar Ally and the duration is doubled. In order to select this ability, you must have previously selected Disciple's Planar Ally.

Rejuvenate Summons: You can sacrifice a spell slot as an immediate action to heal a creature you summoned within short range (25ft + 5ft per two caster levels). Your summoned creature recovers 1d8 hit points per spell level of the spell slot sacrificed + your charisma modifier. If you cast this spell as a full round action instead of an immediate action and sacrifice a fifth level spell or higher, your summoned creature also recovers from ability damage and the blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, poisoned, sickened, and stunned conditions, as per the heal spell.

Rejuvenate Summons, Greater: As the Rejuvenate Summons ability, except that it affects one creature per caster level you possess in the qualifying class as long as the affected creatures are within 30 feet of another affected creature. In order to select this ability, you must have previously selected Rejuvenate Summons.

Sacred Defense (Su): At 3rd level, any time a created you summoned is within 30 feet + 10 feet per class level from you, you gain a +1 sacred bonus to all saving throws against divine spells and all spells cast by outsiders not associated with your patron deity. In addition, your summoned creature or creatures gains a +4 bonus to will saving throws against dismissal and banishment as well as spell resistance equal to 6 times your class level. At 5th level, the sacred bonus to your saving throws increases to +2.

Divine Seeker

Divine Seeker [5 Level Prestige Class]Each deity and their associated faiths value, as much as any other organization, secrecy and the ability to accomplish tasks without necessarily using brute force. They are specialized in infiltration and retrieving people or things important to the Seeker's faith or perform other covert missions for the faith using powers granted by their patron deity. Role: Divine Seekers are specialists in the same way as Ninjas, Rogues, or Vigilanties. They know a wide variety of skills but back that up with magical abilities of a divine origin.Prerequisites: Disable Device 3 Ranks; Knowledge (Religion) 7 Ranks; Perception 3 Ranks; A Divine Seeker must have a patron deity and it must be the one the seeker serves as a Divine Seeker.Alignment: The Divine Seeker must possess the same alignment as the Seeker's Patron Deity.Hit Dice: d8Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Knowledge (Geography) (Int), Knowledge (Religion) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).Skill Points Per Level: 6 + Intelligence ModifierBase Attack Bonus: Average (3/4 Level, round down)Saving Throws: Good Reflex and Will Save (1 + 1 per two levels thereafter), Bad Fortitude Save (+1 at 2nd level and +1 per three levels thereafter)Class Features:

Weapon and Armor Proficiency: A divine seeker is proficient with simple weapons and light armor

Aura (Ex): A Divine Seeker of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see detect evil for details).

Thwart Magic Trap: At 1st level, You gain a bonus to disable device and perception checks equal to 3 + your Divine Seeker level to locate, disable, or bypass magic traps. You gain the ability to setect and disarm magical traps as though you possessed the trapfinding ability if you didn't already possess that ability. This ability counts as trapfinding for purposes relating to prerequisites for feats.

Divine Secret: At first level and every two levels thereafter, you gain a divine secret selected from the list below. Unless otherwise noted, you can only select a divine secret once.

Career Agent: Your divine seeker levels stack with any class levels you possess in one selected class to determine your total level when considering uncanny dodge, rogue talents, ki powers, ninja tricks, social talents, vigilante talents, and their advanced versions. This ability does not grant you additional rogue talents, ninja tricks, social talents, vigilante talents, and their advanced versions nor allow access to more advanced variations unless you already had access to those abilities.

Divine Magic (Sp): You gain a few spell-like abilities granted by your patron deity to aid in fulfilling your mission or missions for your faith. You can select any two from the following list of spells, gaining them as divine spell-like abilities usable once per day each. Alternatively, you can select one spell-like ability and use it three times per day. The saving throw DC is charisma-based. Detect the Faithful [PRG:UI], Find the Path, Locate Creature, Locate Object, Mage's Private Sanctum, Secure Shelter, Sending,

Divine Perseverance (Sp): Once per day as an immediate action if you are brought to -1 hit points or lower, you can immediately recover a number of hit points equal to 1d6 per divine seeker level + your charisma modifer.

Divine Stealth (Sp): As an immediate action (whether your characters is aware of the need or not), you gain a sacred (if your patron deity is good or neutral) or profane (if your patron deity is evil or neutral) bonus to your stealth checks equal to your Divine Seeker level for one round per divine seeker level. You can use this ability three times per day.

Saving Grace (Su): Once per day, as an immediate action, you can reroll any saving throw you just made with a +2 sacred (if your patron deity is good or neutral) or profane (if your patron deity is evil or neutral) bonus. If you succeed the roll, you suffer no effect if the effect you saved against forces you to suffer a lesser effect on a successful saving throw.

Nondetection (Sp): You gain the ability to cast the spell nondetection on yourself once per day with a caster level equal to 10 + your divine seeker level. At 4th level, this ability upgrades to Nondetection, Communal.

God's Secrets (Su): At 4th level, you can not unwittingly admit secrets of your faith, whether alive, dead, or undead. This includes direct methods such as thought detection and speak with dead but also includes command, mental domination, suggestion, and control by transforming you into an undead creature under another's control and commanded to give any relevant secrets to your faith. The nature of what constitutes a secret of your faith includes information that, if known to another party, would be damaging to your patron deity, it's servants, it's church, or any of it's allies. This ability does not prevent those abilities from otherwise working normally. In addition to this benefit, your nondetection spell-like ability's caster level improves by 5.

Circle Magic

Circle Magic

Circle magic is a skill in which more than one practitioner of magic combine their skill for a greater effect. There are many such traditions in all of Faerun and many of the most powerful magical effects produced are created in this manner. The exact effects vary depending upon the culture and magical traditions of the participating practitioners of magic. There are, however, a few similarities.

General Circle Magic Rules
All forms of circle magic require a particular setup, which includes a circle leader and one or more participants. All participants attempting to use circle magic must possess a feat, trait, or other ability that specifically allows for circle magic as this is not an ability that any character can do. Unless otherwise specified, characters that can participate in circle magic cannot assume the position of circle leader. Only circle leaders can initiate circle magic though they are otherwise considered a participant.

To initiate circle magic, all participants must delay their actions until the circle leader can act. At that point, all participants can simply choose to participate, though the circle leader must perform a spellcraft skill check DC 10 + twice the number of participants + half your highest caster level to synchronize your magical energies with the other participants (rounded down, minimum 1).
For example, a group of five casters is being led by a sixth with a caster level of 19. The spellcraft DC for this is 10 +12 (twice the total participants) + 9 (half of 19, rounded down) for a total of 31.

Once initiated, all participants act on the same initiative and take their actions simultaneously. The circle's initiative is the same as the circle leader's minus the number of participants. All participants must be within reach of at least one other participant. Most that participate in circle magic form an actual circle, but this is not strictly required. No participant is required to stay in any particular location, but any participant that moves must begin and end their turn within reach of at least one other participant.

Epic Levels in the Forgotten Realms

Epic Levels in the Forgotten Realms

The world of Faerun is rife with ancient and powerful magics and the individuals and nations that wield them. Numerous threats and creatures push the limits of power and achieved heights even beyond the normal limit as to what 20th level creatures and even 10th tier mythic creatures are capable of.
The epic level rules of 3.0 and 3.5 edition of the game was tailor-made for the Forgotten Realms as were the mythic rules but epic was not converted for pathfinder. Given this, something must be done to bring in rules to allow the game to truly progress beyond 20th level in order to allow for true compatibility between pathfinder and the game rules developed for the forgotten realms in the older versions of the game.

There are very high quality online resources for running a pathfinder game into epic levels but those rules are incomplete as a constantly increasing number of classes and rule sets are not included in the linked epic level rules and this creates a problem that would take an enormous amount of work to solve. There are also no modules and few online resources that take advantage of these rules or any other similar set. So, the following ruleset is designed to allow for epic progression whilst minimizing the amount of work aspiring DMs need to do and to avoid requiring constant revisions every time Paizo releases a new source book.

So, I've ultimately decided to create epic rules that have more in common with the "e6" or "p6" ruleset than the epic level ruleset from previous editions but not exactly the same. This is to stymie power advancement to a slower crawl and therefore make encounters that don't use these epic rules challenging for longer and with minimal (if any necessary) changes.

Epic Level Rules

Characters that advance to 20th level and gain enough experience points to advance to 21st level gain no further hit dice and none of the associated benefits. Instead, they can only gain an epic tier. Unlike mythic tiers, any character can achieve epic tiers given time and experience. Each time an epic tier is earned, your character earns the following:

An epic character gains 1 hit point, 1 skill point, and one bonus feat that the epic character qualifies for.
Epic characters can also reassign a number of skill points equal to his or her intelligence modifier (minimum 1), one feat or bonus feat as long as the feat isn't necessary to qualify for other feats, and one spell known if appropriate. This feat can be any feat that the character qualifies for except for mythic feats, which can only be selected once per five epic tiers to a maximum equal to the total number of mythic tiers the character possesses.
An epic tier does not advance any class features nor does it count as a hit dice in and of itself. Even if a character is not a mythic character, an epic character counts as mythic (tier 0 if a character has no mythic tiers already) for all purposes.

A character with epic tiers gains the option to select epic feats they qualify for.

Damage Reduction [Epic]Source: Epic Level HandbookPrerequisite: Constitution 19+Benefit: Your damage reduction (except DR/-) improves by 5. Alternatively, you can elect to gain damage reduction 3/- or improve your existing DR/- by 3.Special: You can select this feat multiple times. Each time you select this feat, your existing damage reduction improves by 5 (if not DR/-) or 3 (if DR/-). You can only select this feat once per five epic tiers you possess. In addition, the prerequisite constitution increases by 2 each time this feat is selected, so in order to select this feat a second time, you must have more than 5 epic tiers and a constitution of 21 or higher.

Epic Leadership [Epic]Source: Epic Level HandbookPrerequisites: Charisma 19+, LeadershipBenefit: Your leadership score can improve beyond 25 without limit. For every leadership point beyond 25, you gain 5 additional 1st level followers with higher level followers being half in number from the previous level, rounded down (to a minimum of 0). This feat allows you to gain followers above 6th level but you cannot gain followers above 10th level.
Characters that possess a cohort can select to gain one of the following benefits:

+4 bonus to two ability scores.

+2 bonus to four ability scores.

Two bonus feats the cohort qualifies for.

Once a benefit for a cohort has been selected, it can not be changed. A character that looses or dismisses a cohort can select a new choice for a new cohort.

Epic Prowess [Epic]Source: Epic Level HandbookBenefit: You gain a +1 bonus to all attack rolls, your combat maneuver bonus, and your combat maneuver defense. Characters with a base attack bonus of 15 or higher instead gain a +2 bonus. Characters with a base attack bonus of 20 also gain a +2 bonus to all damage rolls and to armor class.

Epic Psionics [Epic]Prerequisites: Ability to Manifest Powers, Achieved the maximum number of levels in the manifesting class, Key Spellcasting Attribute 23+Benefit: Your normal maximum manifesting level improves by 2. This only improves the maximum number of power points you can expend upon manifesting a power and not other aspects of manifesting, such as your total manifester level, so this means a 20th level psion that selected this feat at his or her first epic tier can expend 22 power points when manifesting an augmented power but the manifester level is still 20 when determining other things, like range and ability to penetrate spell resistance or power resistance.
You also gain 20 bonus power points plus twice the number of times you've selected this feat.Special: You can select this feat multiple times. Each time you select this feat, your manifesting level improves by 2 for the above listed purposes. You can only select this feat once for every five epic tiers you possess and your prerequisite key ability modifier improves by 2 each time you select this feat.
You can only select this feat once for any one class that qualifies for this feat. You can select this feat twice for any class that qualifies for this feat that has access to sixth level powers or higher. You can select this feat three times for any class that qualifies for this feat that has access to 9th level powers.

Epic Reputation [Epic]Source: Epic Level HandbookPrerequisites: Charisma 21+, Epic Leadership, LeadershipBenefit: Your cohort's maximum character level is improved by 2. You must have a leadership score of 26 for your cohort to have 18 levels and a leadership score of 28 to have a cohort of 19th level.

Epic Spellcasting [Epic]Source: Epic Level HandbookPrerequisites: Ability to Cast Spells, Achieved the maximum number of levels in the casting class, Key Spellcasting Attribute 23+Benefit: You gain zero spell slots of a spell level one level higher than the normal maximum available to one qualifying spellcasting class. Although you begin with 0 spell slots, you gain any bonus spell slots based on your key spellcasting ability modifier and any bonus spell slots (such as a cleric's bonus domain spell slots or the wizard's specialization spell slots. Your base spell slots improve by 1 per epic tier you possess beyond the first until you gain a number of base spell slots equal to the number of normal base spell slots you have for the next lowest spell level.
For example, a specialist wizard that selects this feat at the first epic tier with a 25 intelligence gains 0 10th level spell slots +1 specialist wizard bonus +0 from the 25 intelligence (+7 modifier). This wizard gains 1 new spell slot at the 2nd epic tier and every epic tier until his or her 5th, when the base number of spell slots equals the wizard's normal maximum of 4 spell slots +1 specialist wizard bonus spell slot + any bonus from a high ability score.
This feat does not allow you to gain new spells known of 10th level or higher, this simply makes available higher level spell slots that a spellcaster could use to cast lower level spells, including those modified by metamagic feats.
For example, the above example wizard could use a 10th level spell slot to cast a 9th level spell modified by the extend spell feat.Special: You can select this feat multiple times. Each time you select this feat, you gain 0 base spell slots at the next highest spell level. You can only select this feat once for every five epic tiers you possess and your prerequisite key ability modifier improves by 2 each time you select this feat. In addition, your epic tiers count as 5 points lower for determining how many base spell slots you possess for your newly gained spell level per additional instance in which you've selected this feat.
You can only select this feat only once for any one class that qualifies for this feat. You can select this feat twice times for any class that qualifies for this feat that has access to sixth level spells or higher. You can select this feat three times for any class that qualifies for this feat that has access to 9th level spells.

Epic Toughness [Epic]Source: Epic Level HandbookPrerequisite: Constitution 19+Benefit: You gain a number of hit points equal to twice your base attack bonus. Characters with a base attack bonus of 15 or higher gain 5 additional hit points. Characters with a base attack bonus of 20 gain instead 10 additional hit points.Special: You can select this feat multiple times. It's benefit stacks. Each time you select this feat, the prerequisite constitution increases by 2. You can only select this feat once per five epic tiers.

Fast Healing [Epic]Source: Epic Level HandbookPrerequisite: Constitution 21+Benefit: You gain fast healing 2. Characters with a base attack bonus of 15 or higher instead gain fast healing 3. Characters with a base attack bonus of 20 instead gain fast healing 5.Special: You can select this feat multiple times. It's benefit stacks. Each time you select this feat, the prerequisite constitution increases by 2. You can only select this feat once per five epic tiers.

Gestalt [Epic]Source: Unearthed ArcanaPrerequisite: You must have 20 levels in one or more character classes.Benefit: Select a class in which you haven't achieved the maximum level. You gain the class features, abilities, proficiencies, and class skills of the earliest level of that class that you don't already possess. You do not gain the actual hit dice of the selected class nor the benefits of that hit die nor do you gain the hit point and skill point of your epic tier. Instead, your base attack bonus and saving throw bonuses overlap with the base attack bonus and saving throw bonuses of the twenty hit dice you've already gained.
Instead of the normal hit point and skill points you gain from your selected class, you gain 1 hit point if the class grants 1d6 hit points, 2 hit points if the class grants 1d8 hit points, 3 hit points if the class grants 1d10 hit dice, or 4 hit points if the class grants 1d12 hit dice. You also gain a number of skill points equal to half the base skill points of the selected class, so a class that grants 4 + your intelligence modifier skill points allows you to instead gain 2 skill points. You can still reassign a number of skill points equal to your intelligence modifier as normal.For example, a character that has 20 wizard levels and has taken the gestalt feat 20 times to select the fighter class with a 30 intelligence has 20d6 hit points (one maximized for the first level) + 60 from taking the feat gestalt (fighter) 20 times. This example character would have a total of 260 skill points (200 from a high intelligence + 40 from wizard levels +20 from gestalt (fighter). The character would have a +20 base attack bonus, a +12 base fortitude save, a +12 will save, and a +6 reflex saving throw. The character would have 20 hit dice (as 20 epic tiers don't factor into hit dice. This character counts as having twenty levels in fighter, 20 levels in wizard, but only 20 hit dice.
When selecting this feat for a class you've already taken levels in, such as a sorcerer6/paladin4/eldritch knight10, a player decides to advance as a sorcerer by taking the gestalt (sorcerer) feat five times. This advances all of the class features of a sorcerer five times, gaining all of the bloodline benefits and the fifth feat would advance the sorcerer's casting ability to 20th level, allowing the character to cast spells as a 20th level sorcerer with the other class features of an 11th level sorcerer. You could take gestalt feat a 6th time and select sorcerer, but your casting ability (access to spells known, spells per day, caster level, etc) would not advance but you would gain the other class features a sorcerer possesses, such as that you would count as a 12th level sorcerer for your sorcerer class features or other things, such as feats.Special: You can select this feat multiple times. Each time you select this feat, you can choose to gain the features of a new class or the next level of a class you've already selected with this feat or a class you've already taken levels in that hasn't achieved the maximum level in.
This feat does not grant you any level-based benefits normally associated with hit dice, such as the feats gained at every odd level and the ability score bonus granted at every fourth level.

Improved Spell Resistance [Epic]Source: Epic Level HandbookPrerequisite: Constitution or Wisdom 19+Benefit: You gain spell resistance 12 + your total hit dice. If you already possess spell resistance, your spell resistance improves by 2.Special: You can select this feat multiple times to a maximum of 5 times (in total). Each time you select this feat, your spell resistance improves by 2 and the prerequisite constitution and wisdom score increases by 2. You can only select this feat once per five epic tiers.

Legendary Commander [Epic]Source: Epic Level HandbookPrerequisites: Charisma 21+, Epic Leadership, LeadershipBenefit: When calculating the number of followers you gain through leadership, you can add 100 additional level 1 followers. When calculating 2nd level and higher followers, you can factor in this benefit.Special: You can select this feat multiple times. It's benefit stacks. You can only select this feat once per every five epic tiers you possess and each time you select this feat, the prerequisite charisma you must possess increases by 2. So to select this feat three times, you must have 15 or more epic tiers and a charisma score of 27 or higher.

Powerful Body [Epic]Benefit: You improve one of your physical ability scores (strength, dexterity, or constitution) by 1. Characters with a base attack bonus of 15 or higher instead improve two physical ability scores by 1. Characters with a base attack bonus of 20 instead improve all three ability scores by 1.Special: You can select this feat multiple times. It's benefit stacks. You cannot improve any individual ability score by more than five points using this feat. You can only select this feat once per five epic tiers.

Powerful Mind [Epic]Benefit: You improve one of your mental ability scores (intelligence, wisdom, charisma) by 1. Characters with a base attack bonus of 15 or higher instead improve two mental ability scores by 1. Characters with a base attack bonus of 20 instead improve all three mental ability scores by 1.Special: You can select this feat multiple times. It's benefit stacks. You cannot improve any individual ability score by more than five points using this feat. You can only select this feat once per five epic tiers.

Evereskan Tomb Guardian (Slayer Archetype)

Evereskan Tomb Guardian (Slayer Archetype) {Elf Racial Archetype}Few things are as important to the various elven races than the heroes, people, and family of their lives. As such, elves decorate their homes, temples, and tombs of their fallen heroes with important artifacts and consider many such places deeply sacred. Unfortunately, this also means that elven lands are often the target of those that would plunder them for valuables and other treasure. Evereskan Tomb Guardians exist to protect and retrieve that which their people consider sacred whether religiously or culturally and they are empowered by the Seldarine to accomplish this task.

Sacred Duty (Su): At first level, the Evereskan Tomb Guardian gains the continuous ability to sense the presence of an important person, place, or thing within one mile of the Tomb Guardian's location. This does not give the guardian knowledge of the location or relevance of what is being sensed but if the guardian spends one minute in reverie, the guardian gains insight that allows the guardian to understand what the target is (a person, place, or thing) and in a broad sense what the guardian must do (locate and retrieve, protect, question, interrogate, pursue, etc). To accomplish this task, the Tomb Guardian is granted a +2 sacred bonus to all bluff, disable device, knowledge, intimidate, perception, sense motive, stealth, and survival checks as well as all attack and damage rolls in order to accomplish the Tomb Guardian's goals related to the sensed object.
This ability replaces the first studied target ability, which is delayed until 5th level where it progresses from that point normally.

Devoted Pursuit (Su): Evereskan Tomb Guardians, once they've perceived an enemy or looter of their people, will pursue that enemy until they retrieve all that was taken from their people. At first level, they can mark one enemy that they have personally identified by directly perceiving them or correctly identifying through other means gain the supernatural power to be aware of their direction in relation to the guardian and their approximate distance. If the tomb guardian also makes this target the target of their studied target ability, the relevant bonuses of that ability increase by +2. This ability works similarly to locate creature except that the range is unlimited as long as the target remains on the same plane.

Silent Guardian (Ex): At 13th level, the Evereskan Tomb Guardian can spend 15 minutes at a specific location in order to attune him or herself to that area. The guardian choosing a specific spot and the benefit includes the area in a 100ft radius location from that spot. The guardian must spend that 15 minutes surveying the entire area. Once completed, the guardian gains a +2 insight bonus to all perception and stealth checks in that area and as long as the guardian remains in that area, he also gains a +2 bonus to initiative rolls. These benefits persist for as long as the tomb guardian remains in the area. Once per day when within a studied area as a free action, the tomb guardian can ignore difficult terrain until the beginning of the guardian's next turn. At 17th level, the bonuses improve to +4 and the guardian can ignore difficult terrain twice per day.
This ability replaces the slayer's advance ability at 13th and 17th level.

The Eye of Horus-Re

The Eye of Horus-Re (Cleric of Horus-Re Archetype)Following the Time of Troubles, the chief deity of the Mulhorandi Pantheon has become heavily involved in mortal affairs and has begun taking his battles against Set beyond the borders of Mulhorand. Horus-Re has accomplished this by both increasing the number and overall presence of his Eyes of Horus-Re amongst the mortal populace.
Unlike the majority of the clergy of Horus-Re's, the Eyes ignore the politics of Mulhorand and maintain their own hierarchy for the purpose of proselytizing and battling against the minions of Set.

Power of the Sun (Su): You only gain access to one domain and that domain must be the Sun domain. However, all of your domain powers are treated as though your cleric level is two levels higher and your sun domain spells are cast with a +1 bonus to their caster level and saving throw DCs. At 10th level, your cleric level is treated as though it were 4 points higher and your sun domain spells are cast with a +2 bonus to their caster level and saving throw DCs. This benefit replaces your second domain choice.

Radiance (Ex): All of the spells you cast with the [light] descriptor, all of the spells you cast from the Sun domain (though not necessarily just your sun domain spells), and spells with the word "light" in the name, such as searing light can be modified as though you possess the enlarge spell, extend spell, and widen spell metamagic feats as though you possessed those feats. In addition, the total level adjustment of the described sspells modified by these feats is one less in total (minimum of 0 adjustment) than normal. At 6th level, the total level adjustment is reduced by two when using those feats on the described spells. At 14th level, the described spells are enlarged, extended, and widened automatically with no adjustment to spell level or time to cast. Any spell with the [Darkness] descriptor you cast has the range, radius, and duration halved.

Piercing Sight: At 6th level, you gain the skill focus (perception) feat and perception becomes a class skill for you.

See in Darkness (Su): At 10th level, you gain the See in Darkness as the universal monster ability, which allows you to see perfectly in any type of darkness, including that such as the one created by the deeper darkness spell.

Burst of Radiance (Sp): At 14th level, any time you channel energy you glow brilliantly as though you had cast a daylight spell centered on yourself with a spell level equal to half your cleric level. This daylight effect persists until the end of your next turn.

True Sight (Sp): At 18th level, you gain the ability to cast the True Seeing spell as a spell-like ability usable for a number of rounds equal to half your cleric level (rounded down). These rounds need not be used consecutively.

Rune Magic

Rune Magic

NOTE: This section will be subject to modification. This is not a final draft, merely a starting point.

Deep in the mountains of the far North, one can find the signs and symbols of the Dwarven alphabet. To the foreigner, it might seem an odd practice only to find out the hard way that they can hold divine power. This is Rune Magic, a form of magic developed by Giants and adopted by dwarves and ancient for both.
Although Dwarves and Giants have been using Rune Magic almost exclusively for an age, the development and use of it has seeped outside their purview and outside the north, but it is still largely seen as being unique to them.

Using Rune Magic
In order to use Rune Magic, you must select the Inscribe Rune feat sink skill ranks into the Craft (Calligraphy) skill. This, however, only allows for a more basic use of runic magic. True masters of the form of magic is practiced by Runecasters (and similar users) that choose to develop their knowledge beyond that limited scope.

Inscribing Runes also requires the ability to use divine magic.

Creating Runes
If you have the inscribe rune feat, you can craft any 3rd level or lower spells that has an area of effect, requires a ranged or melee touch attack, or targets a creature into a rune. Spells that have a personal range or target (self) are invalid for use with this feat.

When inscribing a rune, you must succeed a craft (calligraphy) check or spellcraft check. Other craft skills may be required appropriate to the material in which a rune is being inscribed. The check DC is 10 + the caster level of the spell being inscribed. Other modifiers may apply.

If the check fails, the rune is imperfect and cannot hold the spell though 20% of the materials is wasted and the spells are cast.

Runes can only be individually placed on objects or on a set area on a larger object. A single 0-Level or 1st level spell can be placed on a medium-sized object or a single 5 foot square area. A 2nd or 3rd Level spell can be placed upon large-sized object or a 10 foot square area.

The base price of a rune is equal to 100gp x caster level x spell level of the spell being inscribed into the rune. A 0 level spell counts as 0.5 spell level for this purpose.
The cost to craft a rune is 1/2 this value or 50gp x caster level x spell level.

Triggering a Rune
Runes are triggered when they are touched. Runed based on touch or target spells target or affect the first creature to touch the rune and runes based on area spells simply activate, centering the effect on itself. Casters can design the rune as such that they don't accidentally trigger their own rune without any added difficulty to the craft DC or modification to the base price.

As with a symbol spell, a rune cannot be placed upon a weapon with the intent of having the rune triggered when the weapon strikes a foe.

Unlike a glyph of warding, a rune, once created, glows with an obvious magical aura that is visible even to those without the aid of magical detection. However, runes, like the objects they are inscribed upon, can be hidden through illusion magic or other forms of mundane trickery.
For example, a priest with the help of a mage friend can permanency an object with an inscribed rune upon it an invisibility spell to obfuscate the object with the rune, through which by making the object invisible so does the rune. An illusion spell could also obfuscate the rune as it would the object it is inscribed upon. A rune could also be hidden using any number of skills appropriate to the method used to hide the rune and the object (probably disguise or stealth), though the object takes a -2 penalty per spell level of the rune due the way it glows.

A read magic spell allows the caster to identify the spell held in a rune with a successful Spellcraft check (DC 15 + the spell's level).

Disarming Runes
Runes can be disarmed or deactivated in several ways. A successful erase spell deactivates a rune with a successful caster level check (DC 11 + your caster level, as normal). Touching the rune to erase it does not trigger the rune unless the erase spell fails to deactivate the rune.

Dispel magic and mage's disjunction treat runes like any other magic item.

Finally, a rogue can use her Disable Device skill to disable runes (DC 25 + the spell's level), like any magic trap.